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Heroes, Inc - Heroic Mercs in FR OOC Thread

Ranger Rick said:
How do wizards act as better lock pickers than thieves?

OPEN LOCK (DEX; TRAINED ONLY)
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock.
Action: Opening a lock is a full-round action.

Knock
Casting Time: 1 standard action
The knock spell opens stuck, barred, locked, held, or arcane locked doors.


-Hyp.
 

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Alright, no trolls :D I'll rethink that one.

Hey Hyp, do you have some sort of program that lets you present everything so neatly, or did you type that up yourself?

And Matt: FlyingCupcake and I are going to work tonight and tomorrow on characters for you, but right now the number and composition of the party is sort of ambiguous. So far, 14 people have said they'd be interested, and I'm going to go out on a limb and assume you don't want to run that many PCs. :) Of course, you might want to do two groups or something, I don't know.

Anyway, my point is that FlyingCupcake and I are both willing to develop whatever characters are needed. ;) It looks like we don't yet have a "face" social skills spy type, nor any big steel carrying meat in the front. We'll make some of those, in addition to casters.
 

Eltern said:
Hey Hyp, do you have some sort of program that lets you present everything so neatly, or did you type that up yourself?

That's all manual :) The advantages of the [code] tag and a monospaced font :)

It looks like we don't yet have a "face" social skills spy type...

It depends how high you want the numbers... Fin has the five social skills (Bluff, Diplomacy, Intimidate, Gather Information, Sense Motive) all in double digits, but not in the low-mid twenties that a rogue or bard might pull.

-Hyp.
 

Still looks like that took awhile to type!

Hypersmurf said:
but not in the low-mid twenties that a rogue or bard might pull.

Exactly :) Of course, I would hope most of that is roleplay, anyway. When I play a face character, he's generally the designated "I'm useless in combat" guy, simply because he's maxing out his social graces. I suppose we may not need someone to fufill such a role, depending on the sort of missions we get.

So Matt, is this going to be more dungeon crawly, or something else? Don't give away the plot, but tantalize my senses. :D
 

Hey DM_Matt

I've updated my character. Could you let me know if I made the cut?
Also, how do you think the warlock's 12th level ability Imbue item works? From what I read, the warlock can create a magic item wihout exending XP or GP as long as he has the proper item creation feat. Am I understanding this right? Does it make sense to you (It doesnt really to me but I have to ask).

Everybody,
I have 3 feets left for my warlock. I originally thought I'd give him battle caster twice, so he could use heavy armor, but I'm not sure it's worth it.

Any thoughts?

Cheers,

SG
 
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So here are the folks with concepts so far

Hypersmurf - Druid
Ranger Rick - Rogue
Cursed Quinn - Genasi Cleric 5/ Elemental Archon 8 (Zephyr)
Falkus - Fighter/Lasher (Dyria)
Keia - Telepath
Steve Gorak - Murdock the Warlock
Hawkeye - Monk/DD (Shando)

Eltern and Friend Can Close it out, but that will be it as long as the whole group stays. Attrition is inevitable in a pbp so its OK for the group to be this big.

I'm a little leery of the Elemental Archon. Its 3.0 and a little nasty. All about being extra arrogant with mephit sycophants. Besides, you can already use your air domain ability to control air creatures just like evil clerics can control undead, so you can get yourself some air mephits, air elementals, or whatever equal to your HD anyway. IIRC there are other elementalist PRCs out there anyway. If you don't mind the energy type restrictions, you can go ahead and take it, just replace the skill requirements with knowledge(religion) 8 and make it a ckass skill.

Lasher is 3.0 but I like it. I've actually wanted to see one of those in action.

So the group has a couple clerics (Zepher and Smurf's Cohort), a Telepath, and a Druid....a Wizard would be nice to round out casters, but might not acutally be necessary since there are so many.

The Rogue and Fin have a good bit of social and sneak skills together. The warlock has nice UMD.

The fighting situation is a bit tenuous. The fighters are on the soft side. The rogue is mixed melee/ranged and has next to no hp; and the lasher is not built yet but could be pretty strong, the warlock is essentially an archer but ironically is reasonably durable (btw, check out the Chasuble of Fell Power...+1d6 to eld blast for 8k or +2d6 for 18k). The monk is pretty good as a blocker for the casters but probably not as good on offense. There really isn't much of an anchor up front, though. Also, its looking like the Druid is going to have to come up to the front lines rather than cast so much.

If anyone drops early, others can join. I'm a little tempted to take frost's pally, though.
 
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Eltern said:
Oh, and eh, Hyp? Am I missing something, or is your character 38 point buy, not 32?

Er. No, you're quite right. I think I know how that happened.

... it's fixed now.

-Hyp.
 
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DM_Matt said:
Also, its looking like the Druid is going to have to come up to the front lines rather than cast so much.

[blink]

That's the unarmoured Str 10 Druid with Augment Summoning you're talking about, right? :)

-Hyp.
 

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